The Angband Ladder: Solomon4, High-Elf Rogue by Donald Jonker
[Angband 3.1.1 dev (r1122) Character Dump] Sex Male Age 112 STR! 18/100 +1 +2 +9 18/*** Race High-Elf Height 78 Int! 18/100 +3 +1 +6 18/200 18/70 Class Rogue Weight 194 Wis! 18/100 -1 -2 +5 18/120 17 Title Master Thief Social Lordly Dex! 18/100 +3 +3 +12 18/*** 18/90 HP -264/1027 Maximize Y CON! 18/100 +1 +1 +9 18/210 SP 21/80 Chr! 18/100 +5 -1 +8 18/*** 18/90 Level 47 Armor [55,+180] Saving Throw 97% Cur Exp 7643260 Fight (+36,+31) Stealth Superb Max Exp 7643260 Melee (+51,+49) Fighting Legendary Adv Exp 7875000 Shoot (+53,+19) Shooting Legendary MaxDepth 5000' (L100) Blows 4/turn Disarming 100% Turns 3823012 Shots 1/turn Magic Device Heroic Gold 363936 Infra 40 ft Perception 1 in 1 Burden 213.9 lbs Speed 25 Searching 50% You are one of several children of a Telerin Ranger. You have light grey eyes, straight black hair, and a fair complexion. Acid:......++*+... Confu:......+...... Elec:.......+..... Sound:........+.... Fire:...*+..+.+... Shard:.........+... Cold:*.....++..... Nexus:......+...... Pois:....+..+..... Nethr:......+...... Fear:+..++.+.+.... Chaos:......+.+.... Lite:.....+......+ Disen:.........+... Dark:.....++...... S.Dig:...+......... Blind:............. Feath:............. PLite:............. Aggrv:............. Regen:...+......... Stea.:............. Telep:...+......... Sear.:.........+... Invis:+..+.+......+ Infra:............+ FrAct:++.+....+.... Tunn.:............. HLife:.....++...... Speed:.++++......+. ImpHP:............. Blows:............. ImpSP:............. Shots:............. Fear:............. Might:.+........... [Last Messages] > The Nether wraith cries out in pain. > The Vampire lord grunts with pain. > Low hitpoint warning! > *** LOW HITPOINT WARNING! *** > The Nether wraith misses you. > The Archlich misses you. > The Vampire lord casts a fearful illusion. > You refuse to be frightened. > Morgoth, Lord of Darkness invokes a mana storm. > The Archlich grunts with pain. > The Demilich grunts with pain. > The Nether wraith cries out feebly. > Feagwath, the Undead Sorcerer grunts with pain. > The Vampire lord grunts with pain. > You die. Killed by Morgoth, Lord of Darkness. [Character Equipment] a) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2) +2 strength, intelligence, wisdom, dexterity, constitution, charisma. Provides immunity to cold. Provides resistance to cold, fear. Cannot be harmed by acid, electricity, fire, cold. Blessed by the gods. Prevents paralysis. Grants the ability to see invisible things. When activated, it removes all non-unique monsters within 20 squar es, dealing you damage in the process. It takes 1000 turns to recharge after use. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 74 against evil creatures, 86.5 against orcs, 86.5 against undead, 86.5 against frost-vulnerable creatures, 111.5 against demons, and 61.5 against normal creatures. b) The Long Bow of Bard (x3) (+17,+19) (+2) +2 dexterity, speed, shooting power. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. c) a Ring of Speed (+12) +12 speed. d) The Ring of Power 'Narya' (+6,+6) (+1) +1 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to fire. Provides resistance to fire, fear. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, constitution. Slows your metabolism. Speeds regeneration. Prevents paralysis. Grants telepathy. Grants the ability to see invisible things. When activated, it grants you protection from evil for 1d25 plus 3 times your character level turns. It takes 200 turns to recharge after use. e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) {!!} +2 strength, wisdom, charisma, speed. Provides resistance to fire, poison, fear. Cannot be harmed by acid, electricity, fire, cold. When activated, it heals 500 hit points. It takes 200 turns to recharge after use. f) The Arkenstone of Thrain {!!} Provides resistance to light, dark. Cannot be harmed by acid, electricity, fire, cold. Stops experience drain. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2) +2 constitution. Provides resistance to acid, cold, fear, dark, confusion, nexus, nether, chaos. Cannot be harmed by acid, electricity, fire, cold. Sustains constitution. Stops experience drain. When activated, it heals 1000 hit points. It takes 444 turns to recharge after use. h) The Cloak 'Colluin' [1,+15] Provides resistance to acid, lightning, fire, cold, poison. Cannot be harmed by acid, electricity, fire, cold. When activated, it grants temporary resistance to acid, electricit y, fire, cold and poison for 1d20+20 turns. It takes 111 turns to recharge after use. i) The Small Metal Shield of Thorin [3,+25] (+4) +4 strength, constitution. Provides immunity to acid. Provides resistance to fear, sound, chaos. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. j) The Metal Cap of Celebrimbor [3,+18] (+3 searching) +3 intelligence, dexterity, charisma. +15% to searching. Provides resistance to acid, fire, shards, disenchantment. Cannot be harmed by acid, electricity, fire, cold. k) a Set of Caestus of Agility (+0,+3) [2,+16] (+4) (squelch) +4 dexterity. l) a Pair of Steel Shod Boots of Speed [6,+13] (+10) (squelch) +10 speed. [Character Inventory] a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1} b) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3} c) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4} d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!s!v} Cannot be harmed by acid, electricity, fire, cold. e) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!s!v} Cannot be harmed by acid, electricity, fire, cold. f) a Book of Magic Spells [Tenser's Transformations] {@m9@b9@G9!d!s!v} Cannot be harmed by acid, electricity, fire, cold. g) 14 Potions of Cure Critical Wounds h) a Potion of Healing i) a Potion of *Healing* It can be thrown at creatures with damaging effect. j) 2 Potions of Life It can be thrown at creatures with damaging effect. k) 3 Potions of Restore Mana l) 5 Scrolls of Teleportation {!*} m) 13 Scrolls of Teleport Level {!*} n) a Scroll of Banishment o) 3 Scrolls of Word of Recall {!*!*} p) 2 Rods of Teleport Other {@z5} q) 3 Wands of Teleport Other (0 charges) r) 2 Staffs of *Destruction* (0 charges) s) 5 Staffs of Mapping (0 charges) {@u3} t) 7 Staffs of Healing (0 charges) u) The Ring of Power 'Vilya' (+10,+10) (+3) +3 strength, intelligence, wisdom, dexterity, constitution, charisma, speed. Provides immunity to lightning. Provides resistance to lightning, poison, dark. Cannot be harmed by acid, electricity, fire, cold. Sustains intelligence, dexterity, constitution. Slows your metabolism. Feather Falling. Speeds regeneration. Prevents paralysis. Stops experience drain. Grants telepathy. Grants the ability to see invisible things. When activated, it heals 1000 hit points. It takes 200 turns to recharge after use. v) 8 Seeker Arrows of Holy Might (4d4) (+20,+19) Cannot be harmed by acid, fire. Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 480 against evil creatures, 720 against dragons, 720 against demons, 720 against undead, and 240 against normal creatures. 35% chance of breaking upon contact. w) 20 Seeker Arrows of Slay Evil (4d4) (+16,+17) Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 460 against evil creatures, 690 against dragons, and 230 against normal creatures. 35% chance of breaking upon contact. [Home Inventory] a) 2 Scrolls of Banishment When read, it removes all non-unique monsters represented by a cho sen symbol from the level, dealing you damage in the process. b) a Staff of Power (2 charges) When used, it deals 120 damage to all creatures that you can see. c) an Amulet of Trickery (+4) +4 dexterity, stealth, infravision, speed. +20% to searching. Provides resistance to poison, nexus. Sustains dexterity. d) The Chain Mail of Arvedui (-2) [14,+15] (+2) +2 strength, charisma. Provides resistance to acid, lightning, fire, cold, shards, nexus. Cannot be harmed by acid, electricity, fire, cold. e) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3) +3 intelligence, wisdom, constitution. Provides resistance to acid, poison, confusion. Cannot be harmed by acid, electricity, fire, cold. When activated, it destroys all traps and doors surrounding you. It takes 10 turns to recharge after use. f) The Full Plate Armour of Isildur [26,+25] (+1) +1 constitution. Provides resistance to acid, lightning, fire, cold, confusion, sound, nexus. Cannot be harmed by acid, electricity, fire, cold. g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging) +4 strength, charisma. Provides resistance to acid, lightning, fire, cold, dark, disenchantment. Cannot be harmed by acid, electricity, fire, cold. When activated, it removes all non-unique monsters represented by a chosen symbol from the level, dealing you damage in the process. It takes 500 turns to recharge after use. h) a Cloak of Aman [1,+16] (+3 stealth) (squelch) +3 stealth. Provides resistance to nether. Cannot be harmed by acid, electricity, fire, cold. i) a Small Metal Shield of Preservation [4,+20] (squelch) Provides resistance to nether, disenchantment. Cannot be harmed by acid, electricity, fire, cold. Sustains strength, dexterity, constitution. Stops experience drain. j) The Hard Leather Cap of Thranduil [2,+10] (+2) +2 intelligence, wisdom. Provides resistance to blindness. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. k) The Iron Helm of Dor-Lomin [5,+20] (+4) +4 strength, dexterity, constitution. Provides resistance to acid, lightning, fire, cold, fear. Cannot be harmed by acid, electricity, fire, cold. Grants telepathy. Grants the ability to see invisible things. Radius 1 light. l) The Iron Helm 'Holhenneth' [5,+10] (+2) +2 intelligence, wisdom. +10% to searching. Provides resistance to blindness, confusion. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. When activated, it detects treasure, objects, traps, doors, stairs, m) The Steel Helm of Hammerhand [6,+20] (+3) n) The Short Sword 'Sting' (1d6) (+7,+9) (+2) +2 strength, dexterity, constitution, speed, attack speed. Provides resistance to fear, light. Cannot be harmed by acid, electricity, fire, cold. Prevents paralysis. Grants the ability to see invisible things. Radius 1 light. With this weapon, you would currently get 6 blows per round. Each blow will do an average damage of 47 against animals, 47 against evil creatures, 50.5 against orcs, 50.5 against undead, and 43.5 against normal creatures. o) The Bastard Sword 'Calris' (5d4) (-15,+20) (+5) {cursed} Heavily cursed. +5 constitution. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. Aggravates creatures nearby. With this weapon, you would currently get 4 blows per round. Each blow will do an average damage of 72 against evil creatures, 84.5 against trolls, 84.5 against demons, 109.5 against dragons, and 59.5 against normal creatures. p) The Lance of Eorlingas (3d8) (+13,+21) (+2) +2 strength, dexterity, speed. Provides resistance to fear. Cannot be harmed by acid, electricity, fire, cold. Grants the ability to see invisible things. With this weapon, you would currently get 3 blows per round. Each blow will do an average damage of 79 against evil creatures, 92.5 against orcs, 92.5 against trolls, and 65.5 against normal creatures. q) The Long Bow 'Belthronding' (x3) (+20,+22) (+1) +1 dexterity, stealth, speed, shooting speed. Provides resistance to disenchantment. Cannot be harmed by acid, electricity, fire, cold. r) 7 Seeker Arrows of Wounding (4d4) (+21,+19) {@f0} Fired from your current missile launcher, this arrow will hit targets up to 160 feet away, inflicting an average damage of 720 against dragons, and 240 against normal creatures. 35% chance of breaking upon contact. [Options] Maximize effect of race/class bonuses : yes (adult_maximize) Randomize some of the artifacts (beta) : no (adult_randarts) Restrict the use of stairs/recall : no (adult_ironman) Restrict the use of stores/home : no (adult_no_stores) Restrict creation of artifacts : no (adult_no_artifacts) Don't stack objects on the floor : no (adult_no_stacking) Lose artifacts when leaving level : no (adult_no_preserve) Don't generate connected stairs : no (adult_no_stairs) Adult: Monsters chase current location : yes (adult_ai_sound) Adult: Monsters chase recent locations : yes (adult_ai_smell) Adult: Monsters act smarter in groups : yes (adult_ai_packs) Adult: Monsters learn from their mistakes : no (adult_ai_learn) Adult: Monsters exploit players weaknesses : no (adult_ai_cheat) Adult: Monsters behave more intelligently (broken): no (adult_ai_smart) Score: Peek into object creation : no (score_peek) Score: Peek into monster creation : no (score_hear) Score: Peek into dungeon creation : no (score_room) Score: Peek into something else : no (score_xtra) Score: Know complete monster info : no (score_know) Score: Allow player to avoid death : no (score_live) |
Posted on 24.1.2009 04:06
6438. on the Ladder (of 19090)
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